/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControl/Public/PhysicsControlData.h
Structure that determines a "control" - this contains all the information needed to drive (with spring-dampers) a child body relative to a parent body. These bodies will be associated with either a static or skeletal mesh.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FPhysicsControl
FName
ChildBoneName
The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.
TObjectPtr<UMe...
ChildMeshComponent
The mesh that the control will be driving.
FPhysicsControl...
ControlData
Strength and damping parameters.
FPhysicsControl...
ControlMultiplier
Multiplier for the ControlData.
FPhysicsControl...
ControlSettings
More general settings for the control
FPhysicsControl...
ControlTarget
The position/orientation etc targets for the controls.
FName
ParentBoneName
The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.
TObjectPtr<UMe...
ParentMeshComponent
The mesh that will be doing the driving. Blank/non-existent means it will happen in world space